QueueInstantMovementEffect does not work with rotation for teleport

I am facing an issue with GAS, I need to teleport my character to a specific location with a specific rotation, but it seems there is no way to do this currently, Queue or ScheduleInstantMovementEffect do not seem to take the rotation into account, is this a know issue?

I created my own effect also:
bool FFixedTeleportEffect::ApplyMovementEffect(FApplyMovementEffectParams& ApplyEffectParams,
FMoverSyncState& OutputState)
{
USceneComponent* UpdatedComponent = ApplyEffectParams.UpdatedComponent;
const FRotator FinalTargetRotation = bUseActorRotation ? UpdatedComponent->GetComponentRotation() : TargetRotation;

const FVector PreviousLocation = UpdatedComponent->GetComponentLocation();
const FQuat PreviousRotation = UpdatedComponent->GetComponentQuat();
AActor\* OwnerActor = UpdatedComponent->GetOwner();

if (OwnerActor->TeleportTo(TargetLocation, FinalTargetRotation))
{
   const FVector UpdatedLocation = UpdatedComponent->GetComponentLocation();


   FMoverDefaultSyncState& OutputSyncState = OutputState.SyncStateCollection.FindOrAddMutableDataByType<FMoverDefaultSyncState>();
   OutputSyncState.SetTransforms_WorldSpace(UpdatedLocation,
                                    FRotator::ZeroRotator,
                                    OutputSyncState.GetVelocity_WorldSpace(),
                                    OutputSyncState.GetAngularVelocityDegrees_WorldSpace(),
                                    nullptr ); // no movement base
   
   // TODO: instead of invalidating it, consider checking for a floor. Possibly a dynamic base?
   if (UMoverBlackboard\* SimBlackboard = ApplyEffectParams.MoverComp->GetSimBlackboard_Mutable())
   {
      SimBlackboard->Invalidate(CommonBlackboard::LastFloorResult);
      SimBlackboard->Invalidate(CommonBlackboard::LastFoundDynamicMovementBase);
   }

   ApplyEffectParams.OutputEvents.Add(MakeShared<FTeleportSucceededEventData>(ApplyEffectParams.TimeStep->BaseSimTimeMs, PreviousLocation, PreviousRotation, TargetLocation, FQuat(FinalTargetRotation)));

   return true;
}

ApplyEffectParams.OutputEvents.Add(MakeShared<FTeleportFailedEventData>(ApplyEffectParams.TimeStep->BaseSimTimeMs, PreviousLocation, PreviousRotation, TargetLocation, FQuat(FinalTargetRotation), ETeleportFailureReason::Reason_NotAvailable));

return false;

}

The SetTransform_Worldspace seems broken, I have not track the code more in deep to catch the error

Forget about it I found the issue reading more about the SandBoxCharacter_Mover, the teleport is working fine, but the character it is keeping the orientation intent and it wont matter if you set the rotation when teleporting the orientation intent is overriding inmidiatly because it keeps the last inputs. I tried to set the MoverDefaultInputsPresim using set directionalInput, but it did not do the trick, the GetOrientationIntent is still overriding the rotation, I had to add a boolean on the ProduceInput override to be able to unlock the rotation for my specific case, not elegant, but it works for my very specific case.